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Serendipity Lost
Repo Industries
341
|
Posted - 2014.08.04 10:52:00 -
[1] - Quote
As you work for a compromise on this I will point out the smaller corp perspective. There are 2 ranges you can pop out of a wh.
1. Inside jump range - this is were you can use mechanics, skill and what not to have a chance to fight above your weight class. The option to close wh allows a lot of interesting game play that is not based on bigger numbers winning.
2. Outside of jump range - this is where jumping through a wh for pvp becomes a more is better and will win 99 times out of 100.
So as you compromise don't try to fool yourself that 20 km is ok. It's in jump range where you can use wh mechanics or not in jump range where numbers win.
This is a small corp killer. It's not a wh killer, but little guys will get snuffed out like a discarded smoke on a sidewalk. Corp death by new jump range feature slaughter or pos spinning to avoid slaughter. You're listening to the wrong folks on this one. Seriously, if you take away the ability to use wh jump mechanics (mass and polarization) what do we have left?? |

Serendipity Lost
Repo Industries
341
|
Posted - 2014.08.04 10:54:00 -
[2] - Quote
We have numbers win as a new feature. (in case you were at a loss for what is left) |

Serendipity Lost
Repo Industries
344
|
Posted - 2014.08.04 17:07:00 -
[3] - Quote
Rain6637 wrote:Serendipity Lost wrote:As you work for a compromise on this I will point out the smaller corp perspective. There are 2 ranges you can pop out of a wh.
1. Inside jump range - this is were you can use mechanics, skill and what not to have a chance to fight above your weight class. The option to close wh allows a lot of interesting game play that is not based on bigger numbers winning.
2. Outside of jump range - this is where jumping through a wh for pvp becomes a more is better and will win 99 times out of 100.
So as you compromise don't try to fool yourself that 20 km is ok. It's in jump range where you can use wh mechanics or not in jump range where numbers win.
This is a small corp killer. It's not a wh killer, but little guys will get snuffed out like a discarded smoke on a sidewalk. Corp death by new jump range feature slaughter or pos spinning to avoid slaughter. You're listening to the wrong folks on this one. Seriously, if you take away the ability to use wh jump mechanics (mass and polarization) what do we have left?? if small ships aren't affected as much, especially if they land in the same ranges after this change, will you admit small corps with less than ten characters don't really have any business committing to capital holes?
I could agree with you, but then we would both be wrong.
If you read for comprehension in lieu of... well whatever made you think it's about little guy tears you would see the important parts.
Important part: Dah Dah Dah Da Dum Dum
The range 'feature' Takes the wh mechanics out of jumping through a wh and puts advantage clearly in the hands of he who has more numbers. 10 < 20 <50 < 60, there isn't a lower limit on where it's true. It's about removing wh mechanics from jumping through a wh. Which is just dumb. (DUMB) |

Serendipity Lost
Repo Industries
346
|
Posted - 2014.08.04 18:33:00 -
[4] - Quote
Kynric wrote:I disagree with the assertion that the proposed change is an advantage to larger groups.
The current dominate single meta of everyone flying the same doctrine (armor t3s) is what advantages the larger group. As if both sides have more or less the same fleet comp the weight of isk, skill points and most of all fleet size are inescapably the dominant factors on who wins. Hence the larger fleet will almost always win if they are both flying the same doctrine.
Elsewhere in eve there is more of a rock - paper - scissors where each fleet has its prey and is predators. The exceptions to that rule (ishtars and supers) are where the system breaks apart, but in general there is a lot more variation in fleet doctrines and that often matters more than just raw size.
This probably seems a bit off topic so let's bring it back in and ask ourselves why wormholes are different and compress down to so frw doctrines. I believe the answer to that is simply the wormhole mechanics. When you spawn deep in scram/web range it is obvious that brawling will reign.
This proposed change could change that as it might be possible to get an assault frig gang or a nano gang or a sniper gang successfully through the hole if the spawns are a bit further out. As such with this change we might have options where a smaller gang could successfully run through a larger gang and that proves my point that this could be really good for the little guy. Or at least the little guys that will fight whatever they can find. There is no helping the ones that insist on avoiding combat. By enabling more metas this is an advantage to numerically smaller gangs as we demonstrated that the single meta is heavily in favor of raw numbers.
Obviously we need to see the development blog and associated numbers before knowing for sure as that will make or break the deal.
I agree with your statement..... BUT.....
There are already thousands (probably tens of thousands) of gates in eve where what you said is true. Then there is this wh space where it isn't true. I don't think we need to make wh like the other thousands of gates in eve. I think we should protect the uniqueness of WH space. If you want gate mechanics - you know where to find gates. If I want WH mechanics - it would be nice to have a place I could use them.
Seriously - all the wh folks that want gate mechanics - google DOTLAN. You will find what you seek there. |

Serendipity Lost
Repo Industries
349
|
Posted - 2014.08.04 18:54:00 -
[5] - Quote
I would think it only proper for cynos/bridges to spread the ships more as the mass goes up.
1 carrier = 40 km 2 carrier = 50 km 3 carrier = 60 km
Think of how this would unstagnate null sec. It would be so dynamic to litter the whole grid with 100 carriers. As a neat benefit it would probably uncloak everything on grid. This is and outstanding feature and should immediately be implemented across the board.
Would this help the carrier/sentry blob problem go away? (we all know the answer) |

Serendipity Lost
Repo Industries
357
|
Posted - 2014.08.05 12:07:00 -
[6] - Quote
BayneNothos wrote:corbexx wrote:
The slight issue here is that all that takes time. not alot but still time. The otherpeople had that wh. you jump through you still have to have some one burn 150plus km.doing 3km a sec is still a min (yeah ok you can do that before the cap goes through). You then have to align and get webbed which doesnt take long but at this point your agressed so if anything goes wrong logging off is now a real issue. then realign which in a cap takes a little while (not long but this isnt a interceptor we're talking about) all they have to do is land a hic or dic and bubble up before you start your warp back. and yeah you coudl fight your way through but some times you don't have numbers and need to quickly colapse in some ones face.
If you need to snap shut a WH so fast that a Dictor/HIC is going to land inside that time, shouldn't there be risk involved in that? Right now it's fleet jumps out, fleet jumps back and unless someone gets a freak bump or the WH gods throw you outside jump range you're fully safe.
I think a lot of you folks are focussed on the little picture. How this change will make this or that more or less fun. I'm asking you to look at the bigger picture. What does wh space have that has made it what it is? WH mechanics.
The big 3 are: 1. no local 2. mass limits 3. polarization timers
These 3 things are what made/makes wh space what it is. Decloaking out of jump range takes away 1 of the 3 pillars of wh PVP - the ability to control wh mass. This change will take away that control. Some will argue it just adds risk to wh control.
Let's be honest - you catch a cap out of jump range - it's not gonna make it back. We're not a bunch of marmites camping th 4-4 undock. We know how to web. We know how to bump. Saying it adds risk is just crap. This change makes capital size loot pinatas. Larger corps are all for it. Smaller corps are all against it. It's pretty clear to all parties what this change is about. This is a clear choice by CCP to push the blob into wh space or stand up for the little guys.
This is about ganking guys rolling wh - it's not about pvp. This is cheap stuff pvp. Counter - get a 30 man t3 fleet to protect your rolling assets. If you don't have one, make one. |

Serendipity Lost
Repo Industries
357
|
Posted - 2014.08.05 12:36:00 -
[7] - Quote
Rek Seven wrote:Serendipity Lost wrote: These 3 things are what made/makes wh space what it is. Decloaking out of jump range takes away 1 of the 3 pillars of wh PVP - the ability to control wh mass. This change will take away that control. Some will argue it just adds risk to wh control.
But was the ability for players to manipulate mass mechanics ever a design decision or was it a way to limit fleet/ship sizes to encourage small gangs?
Who cares. It's a pillar. I'll play Rek Seven (cuz it's easy)
Explain to me how this change (the 40km thing) will make anything better. Please use only facts and stear clear of speculation and extrapolated BS.
If you can't answer me concisely then you have proven it's a bad change. |

Serendipity Lost
Repo Industries
359
|
Posted - 2014.08.05 12:55:00 -
[8] - Quote
Kira Hhallas wrote:So here my 2 Cents to this Topic. First sorry for my english.
So in the frist time i get negative Feelings for this idea but after some time i see the possibilities. Please don't make the mistake to think only in the C5 / C6 World. I think people in the lower WH will have more chance to get kills.
Rember the HS Wormholes, if you don't like what you see, you jump back to HS. So with these change you will have the chance to shoot down the Pilot from HS. Dual Web on the Ship and he will never get back into jump range in time.
Same at other WHs. You don't have to wait that the pilot jump back. Web him. So I think the Change will most effect Cap Pilots, and not so much people who use BS to close.
If CCP change the income lvl from WH to a lvl where more people go to WH space, it will be more interesting for PVP. So don't think so negative, think about the possibilities ......
Greatings from Austria .
You have just described ganking. You did not describe pvp. The paradox. You get your gank.... how many more times is that guy gonna jump into a wh? This change will provide cheap short term thrills.
Don't get me wrong - having a way to womp up on the HS wh heros would delight me to no end, but realistically - WH space has to bump up against empire somewhere. Where it does (HS WH) the compromise is that a guy can jump out when he needs/wants to.
Seek to add fun and engaging content while maintaining balance grasshopper. With out proper balance stuff falls over. |

Serendipity Lost
Repo Industries
359
|
Posted - 2014.08.05 12:58:00 -
[9] - Quote
Rek Seven wrote:Serendipity Lost wrote: Explain to me how this change (the 40km thing) will make anything better. Please use only facts and stear clear of speculation and extrapolated BS.
Facts: CCP Fozzie wrote: The version of the code that is on SISI is absolutely not the final version, and is not running final numbers (the ranges we are working with internally are quite a bit closer than what is on this build of SISI).
Anything else and i would just be speculating or giving you my personal opinion... But one thing i'm looking forward to is being able to kill people on a HS wormhole before they can get in jump range.
So it's a bad change because you have nothing (NOTHING) good to factually say about it. All your prior posts have suddenly become empty and without meaning.
(yeah I have a shocked an amazed gasp on my fice right now) |

Serendipity Lost
Repo Industries
359
|
Posted - 2014.08.05 13:23:00 -
[10] - Quote
Well, as I've stated. 40km is equivalent to any distance outside of jump range (of course someone can say 300km isn't the same as 40km and that would be true, but I think my point is clear). So a compromise of 20km or 10km isn't a compromise.
I don't want anything out of you. I just saw how you were enjoying the post manipulation game, so I thought I would play too. It's not as fun as I thought it would be. You keep at it.... I'm going to go get some lunch. |

Serendipity Lost
Repo Industries
363
|
Posted - 2014.08.05 14:25:00 -
[11] - Quote
OK, so it's topped 30 pages. Now would be a great time for some fuzzy err.... Fozzie logic. |

Serendipity Lost
Repo Industries
366
|
Posted - 2014.08.05 23:44:00 -
[12] - Quote
Andrew Jester wrote:To be fair, something like this is already in place in k-space with gates, which is what WHs essentially are. Changing it by mass it ********, but spawning not immediately within jump range isn't the end of the world.
Yes WHs are meant to be different than k-space, and you're all special unique flowers, but you may get more beneficial results by accepting that this will go into the game and start trying to lobby for either a flat spawn distance (~5-12km) or to greatly decrease the amount that mass affects spawn distance.
You're prescribing we take a defeatist attitude, give in, give up, and hope for the best?? That's not exactly in the spirit of the wh crowd. |

Serendipity Lost
Repo Industries
366
|
Posted - 2014.08.05 23:52:00 -
[13] - Quote
Chitsa Jason wrote:So I read it most though the thread. In the end I do agree with a change but I do not agree with current implementation. What I think is that CCP and CSM should get more varied feedback in the form of talking to wspace community. It would be great to get game designers and some major wspace movers on same comms and just to see what happens.
My personal opinion is that this change is neither good or bad. It is more of a shakeup of wspace.
TLDR: Wspace talk to the devs, try to channel your opinions through the sources you got avialible.
Chitsa, you know I like you and all, but tbh, since you've been the CSM route you say things like "get game designers and some major wspace movers" and that just makes me think you're missing the big point. I don't think you quite get how some changes get put into this game, or worse maybe you do.
When you pander to the 'major wspace movers' you get bigger groups win. I'll give a few guys from the bigger corps credit for standing up in this thread and not towing their corps line. Self interest of bigger groups doesn't make the game better. We all end up kiting and trying to feel good about it ( I never do ).
The major wspace movers are on here making big noise already. How about I rephrase for you. It would be nice to get game designers and some folks who are more interested in playing the game than maintaining their (put whatever 200+ man corps get out of that here)
This change is dumb (my opinion) and you saying 'game designers and some major wspace movers on the same comms' is even dumber. WTF happened to you??? |

Serendipity Lost
Repo Industries
367
|
Posted - 2014.08.06 02:25:00 -
[14] - Quote
Winthorp wrote:Rek Seven wrote:.... Wait a minute... If what i'm hearing about polarization timers is true, you can forget everything i've said in support of the proposal. Seriously, these two things combined will be some jita riots, call for the firing of a developer, threaten the cancel my account level of bullshit! Look I have to agree, I support the mass/distance change but combined with the removal or polorization I have to wonder what will be next and with CCP's track record I am going to get on the concerned bandwagon I think we need to see a devblog pretty damn soon.
You two crack me up. One game breaker is ok (cuz it doesn't hurt us big guys) but oh no no no this polarization thing hurts my game... this must stop.... now. Looks like 5hit just got real - hahahahaha
Sadly I'll even take hypocrits on my side for this one. Welcome aboard. |

Serendipity Lost
Repo Industries
367
|
Posted - 2014.08.06 02:27:00 -
[15] - Quote
Malcolm Rennolds wrote:I'm not sure thus will make nano/frig games more possible. Honestly if (as it sounds likely) a cruiser is coming out 15+/-5km from the wormhole this makes armor gangs even stronger. Massive spread of points and reps will be able to hit everyone. I think a nano gang is too likely to come in relatively closer to the wh (because of lower mass vs an equal ship size) and end up tackled and humped by the armor gang.
I'm assuming that the current sisi is something like 40km cap, 30km battleship, 20km bc, 15 km cruiser. If these numbers get moved down a bit more it just screws nano gangs even more.
You're missing the point. Just bring 50 of some doctrine and you'll be fine. |
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